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Unity3d 同步加载 Assetbundle 方法 AssetBundle.CreateFromFile

时间:2015-05-21 22:37:22      阅读:1800      评论:0      收藏:0      [点我收藏+]

标签:unity3d   assetbundle   

今天在群里问朋友有没有 同步加载 Assetbundle 的方法,同事给我指点 Unity3d 不知道在哪一个版本新增了一个 AssetBundle.CreateFromFile 的接口,这个接口是同步读取Assetbundle的。于是到帮助文档查询相关资料。

http://docs.unity3d.com/ScriptReference/AssetBundle.CreateFromFile.html
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
AssetBundle.CreateFromFile
public static AssetBundle CreateFromFile(string path);
Parameters
path	Path of the file on disk

See Also: WWW.assetBundle, WWW.LoadFromCacheOrDownload.
Description

Loads an asset bundle from a disk.

Only uncompressed asset bundles are supported by this function. This is the fastest way to load an asset bundle.
文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn
与之前使用WWW方式相比,使用 CreateFromFile读取 Assetbundle 方式有以下不同:

1、WWW是异步的, CreateFromFile 是同步的。

2、CreateFromFile接口读取的必须是没有压缩的Assetbundle文件。


来对比两种方式的打包与读取

文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

打包Assetbundle 压缩 与 不压缩

如果使用 CreateFromFile 这个API 来读取 Assetbundle ,那么打包 Assetbundle 的时候要注意打包成 非压缩的 ,也就是要加上 这个 设置。

BuildAssetBundleOptions.UncompressedAssetBundle

代码如下:

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;

public class NewBehaviourScript : Editor {

	[MenuItem ("cp/build Girl NoLZMA")]
	static void BuildGirlNoLZMA()
	{
		string targetdir = Application.dataPath + "/bundleNoLZMA";
		
		uint crc = 0;
		//公共资源入栈;
		BuildPipeline.PushAssetDependencies ();
		
		string filePath = "Assets/res/01.png";
		Object obj = AssetDatabase.LoadMainAssetAtPath(filePath);
		//Build;
		if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/01.png.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
		{
			AssetDatabase.Refresh ();
		}

		filePath = "Assets/res/Aoki Shizuku.mp3";
		obj = AssetDatabase.LoadMainAssetAtPath(filePath);
		//Build;
		if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Aoki Shizuku.mp3.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
		{
			AssetDatabase.Refresh ();
		}

		
		//普通资源入栈;
		BuildPipeline.PushAssetDependencies ();
		
		filePath = "Assets/Resources/Girl.prefab";
		obj = AssetDatabase.LoadMainAssetAtPath(filePath);
		//Build;
		if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Girl.prefab.unity3d", out crc,BuildAssetBundleOptions.UncompressedAssetBundle | BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
		{
			AssetDatabase.Refresh ();
		}
		
		BuildPipeline.PopAssetDependencies ();
		BuildPipeline.PopAssetDependencies ();
		
	}


	[MenuItem ("cp/build Girl")]
	static void BuildGirl()
	{
		string targetdir = Application.dataPath + "/bundle";
		
		uint crc = 0;
		//公共资源入栈;
		BuildPipeline.PushAssetDependencies ();
		
		string filePath = "Assets/res/01.png";
		Object obj = AssetDatabase.LoadMainAssetAtPath(filePath);
		//Build;
		if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/01.png.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
		{
			AssetDatabase.Refresh ();
		}

		filePath = "Assets/res/Aoki Shizuku.mp3";
		obj = AssetDatabase.LoadMainAssetAtPath(filePath);
		//Build;
		if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Aoki Shizuku.mp3.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
		{
			AssetDatabase.Refresh ();
		}

		//普通资源入栈;
		BuildPipeline.PushAssetDependencies ();

		filePath = "Assets/Resources/Girl.prefab";
		obj = AssetDatabase.LoadMainAssetAtPath(filePath);
		//Build;
		if (BuildPipeline.BuildAssetBundle(obj, null, targetdir+"/Girl.prefab.unity3d", out crc, BuildAssetBundleOptions.CollectDependencies | BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows))
		{
			AssetDatabase.Refresh ();
		}

		BuildPipeline.PopAssetDependencies ();
		BuildPipeline.PopAssetDependencies ();

	}
}

加上 不压缩 的设置后,打包 Assetbundle 速度明显变快。

对比两种方式打包出来的 Assetbundle 文件。  文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

技术分享

文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

WWW 与 CreateFromFile 方式读取 Assetbundle

CreateFromFile 是同步操作,WWW 是异步操作。

using UnityEngine;
using System.Collections;

public class NewBehaviourScript : MonoBehaviour {

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
		//Debug.Log ("Update");
	}

	void OnGUI()
	{

		if(GUILayout.Button("Load Girl"))
		{
			StartCoroutine(LoadDepends("file://"+Application.dataPath+"/bundle/01.png.unity3d"));
			StartCoroutine(LoadDepends("file://"+Application.dataPath+"/bundle/Aoki Shizuku.mp3.unity3d"));

			StartCoroutine(Load("file://"+Application.dataPath+"/bundle/Girl.prefab.unity3d"));
		}

		if(GUILayout.Button("Load Girl NOLZMA"))
		{
			AssetBundle assetbundle01=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/01.png.unity3d");
			AssetBundle assetbundlemp3=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/Aoki Shizuku.mp3.unity3d");

			AssetBundle assetbundle=AssetBundle.CreateFromFile(Application.dataPath+"/bundleNoLZMA/Girl.prefab.unity3d");
			Instantiate(assetbundle.mainAsset);
		}
	}



	private IEnumerator LoadDepends(string path)
	{
		WWW www = new WWW (path);
		Debug.Log("LoadDepends 1");
		yield return www;
		Debug.Log ("LoadDepends 2");
		Object obj= Instantiate (www.assetBundle.mainAsset);
		Debug.Log("LoadDepends 3");
		yield return new WaitForSeconds (3.0f);
	}


	private IEnumerator Load(string path)
	{
		yield return new WaitForSeconds (3f);

		WWW www = new WWW (path);
		Debug.Log("Load 1");
		yield return www;
		Debug.Log ("Load 2");
		Object obj= Instantiate (www.assetBundle.mainAsset);
		Debug.Log("Load 3");
		www.assetBundle.Unload (false);
		Resources.UnloadUnusedAssets ();
	}

}

文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

注意:

使用 不压缩 打包 Assetbundle 的方式,推荐大家使用 7Zip 的 LZMA 压缩算法进行整体压缩,在游戏开始时进行解压。


示例工程下载:

http://pan.baidu.com/s/1o63fOz4

文章转自http://blog.csdn.net/huutu 星环游戏 http://www.thisisgame.com.cn

Unity3d 同步加载 Assetbundle 方法 AssetBundle.CreateFromFile

标签:unity3d   assetbundle   

原文地址:http://blog.csdn.net/huutu/article/details/45896551

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